I’ve run into an issue with MouseOverAny. I’ve got some terrain and I have a few meshes for UI menu buttons over the terrain. Objects are added to the terrain by a third object that handles mouse clicks (depending on its state). All of this works fine, but when I click on a UI button, it also adds an object underneath it (both objects are getting the event).
If necessary, I’ll refactor things so I use MouseOver (vs MouseOverAny), but that breaks the “tool widget” sort of layout I have now.
I was looking for a way to get a list of hitObjects from the MouseOverAny event so I could determine if there were multiple objects under the mouse, but it only appears to return a single object. Is that somewhere in the API that I’ve missed?